Looking back @ Quiver

On 17 maart 2010, in Looking back @, by Kjell 't Hoen

Game: Quiver

Created in: 2008-2009

Ludomo Gamestudio gameproject

Team: Frank van Bracht, Michael Brandse & Kjell ‘t Hoen

For this game concept I wanted to experiment with the direction and speed-alteration of objects. The goal was to create the feeling that you were blasting an object to the end, breaking and lighting things as you go. I decided right from the beginning that the object was going to be an arrow, shot from some sort of gun.

After that the different gameplay elements followed (with at it’s core movement and speed):

  • Speed-up (green)
  • Change direction (red)
  • Gravity, both vertical and horizontal (purple and teal)
  • Teleportation

In addition, there had to be some extra obstacles to put in the way of the player as something to take into account when guiding the arrow through the levels.

  • Ice, that breaks when hit hard enough, but stops the arrow if it goes to slow
  • Walls, that could shift from being solid to transparent and back by hitting orange ’levers’

What was especially easy to do with this concept, was the build-up in the level design. The order in which I introduce different gameplay elements is straightforward and every combination was a great set-up for a new level.

Level Buildup

Level Buildup

It was only in the end of every episode (when every gameplay element from that episode was introduced) that I had to think up concepts that would do something new with the existing elements.

What was very hard to do, was explaining to the player that there was link between the color of the torches (the goals) to the color of the arrow. Only when the arrow had the correct color, a torch would be lit. If it had a different color it would just pass it by:

Torches only light when the arrow has the corresponding color

The first thing I did to make this apparent, was adding a short sound effect. Later on players understood it when I also added shrinking and growing of the goals when an arrow with the wrong color would pass over it.

This game had many play tests and iterations, including the graphics. I tried to many times to improve the graphics on my own, but somehow I didn’t get it right. Eventually Michael Brandse helped out and completely re-did all the graphics. This completely changed the look and feel of the entire game:

Quiver, graphical re-do by Michael Brandse

As a final touch, Frank van Bracht added some nice music and soundeffects and the game was finished.

You can play the latest version here: www.ludomo.com/quiver.php

 

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